I think i have fixed it... please download the new version of the ruleset...
Thanks for the button!
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@Sevrick just a heads up: noticed that your Genesys Core Rulebook is missing all the Magical Implements items on page 219. If there is a way, and you can tell me how, i'll share my version of them.
Ok I add the missing magic implements to the Core Rulebook.
@johniba
Update works thanks.
Things of Note
- I noticed that when you click the items button then the gear button to display all the gear related items it is missing the rarity category.
- Possible changes to Secrets of the Crucible Extension: Replace AEmbercraft with Ĉmbercraft, and the other knowledge skills from Culture, Sience, AEmber, to Knowledge (Culture), Knowledge (Science), Knowledge (Ĉmber). This would make it more consistent with the other settings.
- The tab Index seems to screw up after tabbing from "current wounds" to "w./Minion" when working on a minion npc sheet. (Nice work on the rest of indexing it helps me enter data a lot faster.)
- You probubly have planed to do this but, it would be nice to show the number of ranks a talent has without having to open up the talent.
I know that is weird symbol but it seemed to work copying and pasting it in from the Secrets of the Crucible PDF. So you should be able to copy and paste it from this post.
ok i will fix those things
Now about AEmber.... i need to check if the ruleset's fonts have the correct character, i tried copy and pasting from the pdf books and it did not work, that is why i typed AE into my code editor... i will see what i can do
EDIT: ok i tried again, the way the ruleset codes text from xml/lua is different from when the text is read from the database xml and it just screws up
For now unfortunatelly i will leave it as "AE", but i fixed the knowledge skills..
I uploaded the new extension version
EDIT 2: Fixed:
Please download the new ruleset versionQuote:
I noticed that when you click the items button then the gear button to display all the gear related items it is missing the rarity category.
The tab Index seems to screw up after tabbing from "current wounds" to "w./Minion" when working on a minion npc sheet. (Nice work on the rest of indexing it helps me enter data a lot faster.)
I will see if i can implement adding the number rank of the talent soon, to the sheet
That is fine as far as the AE things. If you can do it awesome , if not no real big loss.
I did notice you added a special column in the gear section. I was wondering what you need it for on gear. I could be wrong and missed somthing, but I don't think you will have any gear with weapon qualities.
I have been working on some exciting stuff as far as tables and story templates go in Secrets of the Crucible. You when I am done you should be able roll up a random species and populate all the rolls on to one story sheet. When the abilties Library is done I can add links to all the randomly rolled stats. Something that wasnt possible with the old version of FG.
@Johniba Question about how the items work regarding Hard points: I've been working on adding some campaign specific gear that has hard point attachments but I can't seem to get the gear to display any kind of hard point counter. It's easy enough to just add the number of hard points available on one of the empty fields but I am wondering if I was just missing something or of that's just not a feature.
Also sometimes, (and strangely enough only sometimes I end up getting this error message when I set up links to Item attachments in the item dialogue box.
Typically Deleting and reapplying it to the item makes it work again.Quote:
Runtime Error: desktop: Unable to create window with invalid class (item_attachment : item_attachment.id-00037)
Thanks again for all your doing with this!
I will see about the errors, plus i still need to add code to properly drag attachments to items, it is not working yet.
I need to add another field to items that will tell how many total hardpoints are in use, and the existing hardpoints field to automatically calculate total hardpoints based on encumbrance
I will see what i can so about that
I had an idea for the AE symbol. What if you put the symbol in a library while in FG. Then opened that exported module and looked at the code to see what it used for that symbol.
I fixed the error message, but i still need to code so dragging attachments into an item works...
For now, do not drag attachments to items or even somewhere else... you will need to create attachments manually into items :(
It might be a few days until my next update... i may be able to release these features soon, but most probably closer to the weekend...
I may work on finishing the species (add special abilities to it), special abilities, and add dragging attachments into items, and postpone again vehicles, for a bit
I will after that focus on finishing vehicles, add other stuff to the sheet (motivations, favors etca)
After that, i will probably start in parallel the star wars ruleset, at least the first version
I forgot to add the Hard Points to all the Weapons and Armor. They should be fixed now. For the equipment that didn't have a listed HP I used the core rules and give them a HP equal to half of their encumbrance rounded up.
Things of note
- Weapons and Armor need HP added to the table columns.
NEW RELEASE! August 12
I know I said I was not going to work on the ruleset... but some small bugs were bothering me :P
I will probably only make a major release on the weekend, adding stuff like the missing background stuff, and vehicles.
So, this release has small fixes:
1) Items
- Items list: added Hard Points column to weapon and armor lists.
- Item attachments: list of attachments on an item now show the attachment name, and the hardpoints required. Please notice currently there is no calculation showing total of hardpoints available versus used....
- Item attachments can now be DRAGGED from the attachments database into an item!
2) Character / NPC sheet
- Fixed an error message when you try to drag an attachment into the sheet
- Abilities: Talents list now show a Rank column: you no longer need to open each talent to check the rank. (Editing the rank still requires opening the record).
Critical entries also show a column for Severity. Notice that current existing criticals on characters will show up the severity in the description, but new criticals dropped on characters will not.
3) Talents
- Fixed talents window format.
- the Rank column will not show up on talents that are not ranked anymore... (visibility will turn on and off based on "Ranked" column)
4) Extensions:
Fixed error message on all extensions, if player/gm drags a critical into a character/npc sheet.
Please download the latest ruleset and extensions from the drive:
https://drive.google.com/drive/folde...R-?usp=sharing
No you can leave it. I just didn't know if you did it on purpose.
Feature Ideas
- Genesys Talent Organization: As for something else. This may not be a huge priority but I had an idea of adding subcategories under talents that divide up the different tier talents on the abilities tab. You would only need this for PCs so they can quickly see what tier talents they have and how many they need to get the next tier. You might have to remove it as part of the Star Wars setting.
- Star Wars Talent Trees: One thing that I always wished the old star wars ruleset had was a talent tree. We would always have to open the books to see what we could buy. I know talent trees are unique for each career but, what if you had a tab on a character sheet that said talent tree. You click on the tab and it shows 5 rows of boxes and in between each box is a toggle-able arrow or line that changes where it is pointing, one for each direction. You would also be able to drag and drop talents into the boxes, maybe even have a little summery like they show in the books. I understand that might take awhile, but just throwing it out there.
NEW RELEASE (AGAIN) August 13
- Special Abilities database: you can now create a database of special abilities
- Species/Archetype database: added Special Abilities. You can create the abilities directly in the Species/Archetype record (if you do not think it will be reused), or drag an existing Special Ability from the database...
Please note:
For now, when you drag a Species/Archetype into a character/npc, the special abilities that exist in this Species/Archetype is not automatically added, you need to drag them into the sheet (i wil make this automatic later)
For now also, I do not intent to create any automations for career skills, non career skills etca associated to a Species/Archetype...
Maybe in the future we can do this, but it is a low priority at the moment so Sevrick, you can update your modules and add Abilities to each Species/Archetype
For GMs that will later update their data with full description, please see the attached example, for how I suggest you do it.
Attachment 38528
As always, you can download it here:
https://drive.google.com/drive/folde...R-?usp=sharing
ignore this post... duplicated
@Johniba a request, and i don't know how difficult this would be to add but it would be helpful for a campaign I am trying to run to be able to have attachments able to be equipped to gear. Don't know if the rules typically don't allow for that, or if they do and it's just an oversite but having the option might be helpful. Thanks again for all you are doing with this project.
I am working on the special abilities. I had planned to just add the special abilties that pertain to species. But was wondering if people would like to have all the abilities that appear on NPCs there as well or if that would clutter up things? They would have to slightly be reworded since each instance is likely to have the name of the npc it be longs too in it.
It would not be difficult at all.... i could enable it
The core rulebook has this to say about gears and attachments, but i guess i can enable it...
Quote:
What about Gear?
These rules primarily cover weapon and armor customization, but not customizing other types of gear. This is mostly a matter of resources.
Gear covers such a wide category of items that you could spend a whole book creating different attachments that could end up on different everyday items. Also, since most roleplaying
games tend to focus a bit more on combat, you’re probably going to care more about customizing your favorite sword than your favorite canteen.
I need to add wifi to my canteen ;)
Something I noticed is that you can't drag an attachment into your inventory. This would be helpful since all attachments you have won't always be on a weapon or armor. Is there a way to fix this?
Just figured I'd get this to you just in case you were unaware in Unity.
Attachment 38545
Minor thing and not one that affects playability, but AEmbercraft is misspelled. The "t" was left off. :)
For now, there is a workaround:
If a player wants to carry weapon attachments:
- Create a new weapon (no need for stats, just a simple description, like "Weapon Attachment Case".... and type Weapon
- Drag your weapon attachments to it.
This thematically could be seen as a box, or case, for carrying weapon mods...
You could do the same for armor
Look at the screenshot i attached here, for an example: Attachment 38550
I will work on allowing carrying Attachments on the inventory later...
(please ignore the attachment below... it is a wrong example)
I have added Species special abilities and careers to the libraries.
Awesome! Keep up the fantastic work!! This is looking absolutely amazing!
@Sevrick Is it just me or do I truly not see Realms of Terrinoth careers?
No worries! I'm only goofing around anyways! :D